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author | Campbell Barton <ideasman42@gmail.com> | 2021-12-09 12:01:47 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-12-09 12:01:47 +0300 |
commit | 7c76bdca1b7195720a769c4911678d85825907fe (patch) | |
tree | 003fab9c0a71af49b89f49eda0076b8018b6cfe8 /source/blender/gpu/intern/gpu_framebuffer.cc | |
parent | 9f546d690899e05b25a6ef764cc8cf2f5db918b0 (diff) |
Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
Diffstat (limited to 'source/blender/gpu/intern/gpu_framebuffer.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_framebuffer.cc | 33 |
1 files changed, 0 insertions, 33 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc index ea37afd2885..3404eb67e28 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.cc +++ b/source/blender/gpu/intern/gpu_framebuffer.cc @@ -216,18 +216,12 @@ void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb) unwrap(gpu_fb)->bind(enable_srgb); } -/** - * Workaround for binding a SRGB frame-buffer without doing the SRGB transform. - */ void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb) { const bool enable_srgb = false; unwrap(gpu_fb)->bind(enable_srgb); } -/** - * For stereo rendering. - */ void GPU_backbuffer_bind(eGPUBackBuffer buffer) { Context *ctx = Context::get(); @@ -251,7 +245,6 @@ GPUFrameBuffer *GPU_framebuffer_active_get() return wrap(ctx ? ctx->active_fb : nullptr); } -/* Returns the default frame-buffer. Will always exists even if it's just a dummy. */ GPUFrameBuffer *GPU_framebuffer_back_get() { Context *ctx = Context::get(); @@ -302,12 +295,6 @@ void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex) unwrap(tex)->detach_from(unwrap(fb)); } -/** - * First GPUAttachment in *config is always the depth/depth_stencil buffer. - * Following GPUAttachments are color buffers. - * Setting GPUAttachment.mip to -1 will leave the texture in this slot. - * Setting GPUAttachment.tex to NULL will detach the texture in this slot. - */ void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb, const GPUAttachment *config, int config_len) @@ -341,11 +328,6 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb, /* ---------- Viewport & Scissor Region ----------- */ -/** - * Viewport and scissor size is stored per frame-buffer. - * It is only reset to its original dimensions explicitly OR when binding the frame-buffer after - * modifying its attachments. - */ void GPU_framebuffer_viewport_set(GPUFrameBuffer *gpu_fb, int x, int y, int width, int height) { int viewport_rect[4] = {x, y, width, height}; @@ -357,9 +339,6 @@ void GPU_framebuffer_viewport_get(GPUFrameBuffer *gpu_fb, int r_viewport[4]) unwrap(gpu_fb)->viewport_get(r_viewport); } -/** - * Reset to its attachment(s) size. - */ void GPU_framebuffer_viewport_reset(GPUFrameBuffer *gpu_fb) { unwrap(gpu_fb)->viewport_reset(); @@ -376,9 +355,6 @@ void GPU_framebuffer_clear(GPUFrameBuffer *gpu_fb, unwrap(gpu_fb)->clear(buffers, clear_col, clear_depth, clear_stencil); } -/** - * Clear all textures attached to this frame-buffer with a different color. - */ void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_cols)[4]) { unwrap(gpu_fb)->clear_multi(clear_cols); @@ -425,7 +401,6 @@ void GPU_frontbuffer_read_pixels( Context::get()->front_left->read(GPU_COLOR_BIT, format, rect, channels, 0, data); } -/* read_slot and write_slot are only used for color buffers. */ /* TODO(fclem): port as texture operation. */ void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read, int read_slot, @@ -466,11 +441,6 @@ void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read, prev_fb->bind(true); } -/** - * Use this if you need to custom down-sample your texture and use the previous mip-level as - * input. This function only takes care of the correct texture handling. It execute the callback - * for each texture level. - */ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb, int max_lvl, void (*callback)(void *userData, int level), @@ -704,9 +674,6 @@ GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs) return ofs->color; } -/** - * \note only to be used by viewport code! - */ void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs, GPUFrameBuffer **r_fb, GPUTexture **r_color, |